UPDATE: A new Fan Pack has been added for all backers who pledge $20 or more! Click here for more details!
Imperishable Memories is a narrative-driven shoot-em-up game developed in Unity for PC, Mac, and Linux. It combines bullet-hell gameplay with flashy cutscenes and angsty pondering to tell a story about coming to terms with horrible mistakes and gaining the strength to move on, little by little.
The game began development in Unity in August 2017.
After years of regret and inner turmoil, Roy decides to return to Atherus, a world bound by his memories and creative expressions. He hopes to find answers, but one of his most toxic creations, a stylish silver-haired being named Thanatos, has taken over and integrated himself into the structure of Atherus. What terrifying changes has he brought about?
Along the way, Roy will meet several of his old characters, such as a flying tentacle monster, a depressed bee, and an angry pink-haired girl in a low-poly dress. Years and years of mental anguish and isolation have left all of them cold... scared... desperate...
What is it that Roy can't let go of?
The concept for Imperishable Memories comes from a very personal space. It represents the games and stories that I created during middle and high-school life, but as if those stories themselves grew up and saw the world as a darker place than they initially thought. Some of my bigger influences include (but not limited to) NieR: Automata, Touhou Project, Neon Genesis Evangelion and Revolutionary Girl Utena.
This game is the feeling of - when you look back at old drawings or art you've done, or recall a strong memory, there is positivity and warmth. But the longer you think of old times, the more the edges of those memories reveal themselves, and manifest as something horrible. Maybe you acted in a certain way you're ashamed of now, and you are dealing with the consequences. That is Imperishable Memories.
While the story is a major element of Imperishable Memories, the gameplay is just as important!
As a huge fan of shoot-em-ups such as Touhou Project, Cotton 2, Radiant Silvergun, RayForce, or anything with a good Sega Saturn port, I've been inspired by these games to create something simple yet very unique!
You control Roy as you shoot oncoming enemies, collecting power-ups, and dodging waves of bullets, but additionally you can pick up enemies, and throw them at other enemies. Hitting multiple enemies at once with a single enemy will reward you with tons of bonus points, allowing those with a penchant for high scores to keep coming back and practicing!
In addition, the game is split into two mode: Story Mode has infinite lives and allows you to easily enjoy the story of Imperishable Memories, but Arcade Mode has limited lives and will test your skills at the game's mechanics!
Imperishable Memories features a disturbing blend of flat hand-drawn visuals with low-poly 3D models to make dreamy nightmares come to life!
As you can see, development is fairly far along, and I have a lot to show for it! Let's take a look some of the worlds, characters, and gameplay you'll encounter along the way!
- Bring a friend along to play simultaneously!
- Work together to gain incredible scores!
- Available in both Story Mode and Arcade Mode
- Duke it out against a friend!
- Multiple Arenas
- Items at your disposal like shields, special weapons, and disorientation tricks!
- Take on the internet in claiming the highest scores!
- High Scores for individual stages as well as entire playthroughs.
My name is Jennifer Raye, and I am a 22-year-old indie developer living in Austin, TX. I have been making games since middle school and... never really stopped! My projects are wide-ranging, from things like experimental transgender art games, Atari 2600 homebrew games, arcade/horror trash-collecting games, quiet exploration games in surreal landscapes, or even FMV claymation games! For a full list of previous projects, check out my itch.io page!
In the wild, you'll probably see me either carrying home a giant jar of pickles, or rambling my head off about anime nerd trash to some innocent bystander.
You can also follow me on Twitter at: twitter.com/jenn_raye
Praise for my previous project, Boa Retina:
"Boa Retina is only around thirty minutes long, but it does a lot in that short amount of time. It focused specifically on the personal pressure that transwomen face, but the broader angst feels applicable to anyone who has been ignored or marginalized." -Heather Alexandra (Kotaku)
"I would recommend Boa Retina, it is intimate and sharply made" -Julie Muncy
"Finding it difficult to process a game that accurately spits out all the same lines I demonized myself with for years, almost word for word." -Jennifer Unkle
"Boa Retina, to excuse the old turn of phrase, Made Me Think" -Alex (Retro Pals)
"Jennifer Raye tells a powerful, personal story of breaking free with Boa Retina" -Joel Couture
"A single eye – angular and unblinking – stares down, offering words of discouragement. "You have a choice here with how you present yourself, and you should make the mature and responsible one," it says, ensuring your path to self-discovery is that much more tortuous." -James Renovitch (Austin Chronicle)
"I really liked Boa Retina! Lotsa honest gender feelings that hit kinda close to home for me, plus some super-gorgeous presentation that fits the material really well" -John Thyer
"Just finished Boa Retina. It's good. Intense. I did at one point have to leave the room and, in the most British possible, fortify myself with a cup of tea." -JP Bradley
Imperishable Memories is a very special project to me. I care for it dearly and I hope everyone who plays it will come out of it with a lot of strong feelings and thoughts.
If this campaign gets funded, it will allow me to work on the game full-time for several months, as well as fund production of physical backer rewards (such as physical CD copies, Music CDs, keychains, stickers, and more!)
Risks and challenges
The game is very far along in development and is being worked on solely by me, and my living situation is generally stable. Life happens, but I have learned many, many lessons from past projects and feel confident in my ability to deliver a strong, completed game. The story and gameplay elements have been carefully planned out to minimize scope creep.Learn about accountability on Kickstarter
- (30 days)